A Legend of Luca
Playing now
0+0 vs. yesterday
—of peak
All-time peak
015 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
015 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Release Notes - All Bosses Redesigned - Levels 4 & 5 Overhauled - Game Difficulty Rebalanced - Improved Graphics - New Music Added - And Much More! Changed Bomb physics to offer better control Updated tileset for future enemies Dragon Bouncy Splitter Added Increased Health of Orcus, Punisher of Broken Oaths Skeleton Swordsman SFX on hit when invulnerable plays a metal clang sound to communicate invulnerability Skeleton Swordsman improvements to charge animation. Skeleton Swordsman charge speed reduced by 50% Audio added to charge and sword… | — | |
| Game update | Major Update! 20 New Enemies - 75+ New Room Designs - New Special Weapon Attacks - Unlimited Ammo! Some major changes to the weapons of A Legend of Luca have arrived in the latest release! The ammo system was removed because it was difficult to understand and rarely led to satisfying game play. It was more annoying that anything, so the ammo system has been completely cut from the game. All player weapons will now always have unlimited ammo and their special abilities available. So now all p… | — | |
| Game update | Release Notes Level 1 room design changes. Typical enemy projectiles are now half the speed Auto Dual-Wield when picking up a second weapon Stop locking weapon room doors. GIF recording disabled Each pickup now has a unique drop sound effect Made it so pots are more often spawned in groups. Skeleton Mage Triple Shot now spreads in all 3 dimensions Exploding Gems from boss are increased in size Dragon Familia… | — | |
| Game update | Release Notes Enabled Single Pass Rendering, giving a draw call reduction of 50%. Since Luca is CPU limited this gives a 100% boost in performance Increased size of all weapons nearly double Made weapon blink when invulnerable instead of hand Removed hand models Removed non-boss level music to contrast the emotional experience. Added ambient wind sound Moved pillars in weapon rooms Fixed spawn glitch on Orcu… | — | |
| Community | Trading Cards Now Available! Just added new steam trading cards as well as reward backgrounds and emoticons! Check out the cool HTC Vive emoticons as part of the collection. Here's one for the Vive Headset - :vive: (vive) Here's one for the Vive Controller - :vc: (vc) Here's one for the Vive Lighthouse Trackers - :vlh: (vlh) The drop rate on the cards is set to 15 minutes and there's seven in the set so it should be fairly… | — | |
| Game update | Release Notes Added big padlock to locked chest to make it more obvious that it needs a key. Fixed initial music ducking. Fixed zombie boss shader (was shiny). Fixed save data location. | — | |
| Game update | Release Notes Added room scale back as an option. Requires restart. | — | |
| Game update | Release Notes Built a UI to turn mods on. Fixed save game related crashes. | — | |
| Game update | Release Notes - New Mysterious Scroll System Added Added mysterious scroll system. Added 14 new scroll types, some with positive benefits some with negative. You'll have to use them to find out. Added Book of Knowledge upgrade that identifies all scrolls. Fixed weapon drop when teleporting bug. Fixed teleport orientation of bow. Added sound effects to dice roll. Fixed a few level 1 and level 3 rooms. Added double treasure rooms to level 1 for t… | — | |
| Game update | Release Notes - Dice Event Room Added dice rooms that contain spinning 6 sided dice that take coins and give out rewards. This provides another fun sink for coins. 10 sided dice will be added soon. Added Event room type. Added All Levels.tmx file that contains rooms available for all levels. Fixed bug where you wouldn't be able to activate a door when near an open chest (Chest would eat the activation.) When using full scale… | — | |
| Game update | Release Notes - Boss Balancing You are no longer trapped in the weapon room at the end of a level. Fixed level 5 elevator. Made ranged weapons drop more often. Fixed enemy blinking crash again. Adjusted boss difficulties based on analytics. Here's some stats from the game analytics of Luca. Level 1 Boss Success Rates and Average Time 45s 84% Orcus 30s 92% Pater 28s 69% Mors My target is to have the first level completed 90%… | — | |
| Game update | Release Notes - 5 New Enemy Variations Added! Added slow basic zombie. Added tiny slow basic zombies that are fun to shoot. Made zombie jumpers aim jumps at player. Zombie jumpers are smaller and slower now. Zombie jumpers shout when jumping at you. Added zombie jumper that shoots in 4 directions instead of jumping. Added small high flying dragon that moves towards you. Moved large dragon lower so you can't aim over blocks so easy. Added s… | — | |
| Game update | Release Notes - Workshop Support and Improved Teleporting! Workshop is now active and public. Check it out at First example mod is a mod that enables the original room scale mode. Teleport thru enemies (handy when you've got a giant boss in your face.) Increase Teleport range. You can now port across the entire room Add label to elevator on how to use it. Added callout system to be able to add text to any game object (great for modders) Add treasure ro… | — | |
| Game update | Release Notes Switched level exits to use a new elevator that can be canceled if hit accidentally. Undid overloading of teleport button to use doors, as it was getting hit accidentally. Fixed Dragon AI. Fixed enemy AI Target finding. Removed fatty bosses on stage 1. Lowered Dis Peter boss difficulty. Enemy AI will prefer to shoot at you in the face now. Added Ranged zombie commoner to first level. Added hapt… | — | |
| Game update | Release Notes Disable requirement for melee weapons to be moving to deal damage. Fixed Axe special attack. Fixed Arrows sticking in the air scale issue. Adjusted scale of coins, diamonds, and chests. Upped melee damage considerably. Re-added cooldown to melee weapons. Ammo is no longer used when doors are open and room is cleared. Made Firmitas sword break hidden doors. Nerfed Virtus sword shield special abi… | — | |
| Game update | Release Notes - Epic Scale Game Change Now Available Room is now always full scale and added Teleporting. See this announcement for full details and explanation: Moved weapon selection to the pause menu. Fixed Victory achievement not being awarded. Fixed controller vibration haptics. Added 5 new upgrade items created by Dragonsslay Since this is a major update there may be bugs in the game. Please report them to | — | |
| Community | Epic World Scale Game Improvements So Luca has been getting a few mixed reviews, mainly due to to the scaling of game not being what people expect. It's not possible to truly convey the scale of the world in the game trailer because it's only a 2D video that can't show depth or parallax. The 2D video of the game is the same no matter what the world scale but the play experience has a dramatically different feel to the mind. It's… | — | |
| Game update | Release Notes - Remote Door Travel Players can now point at an open door and squeeze the grip buttons to travel thru it without walking up to it. If you enjoy Luca, please write a review on the Store Page . | — | |
| Game update | Release Notes - Shields (Soul Hearts) & Achievements Added shield pickups. They are the equivalent of soul hearts in Isaac. Added half heart pickups. Made hearts and armor pickups spin. Added steam achievements. If you enjoy Luca, please write a positive review on the Store Page . Without more positive reviews, further improvements to the game might not happen. | — | |
| Game update | Release Notes Fixed enemies being left red when dead. Another attempt to fix the blink error bug. No more weapon knock on pickups. Fixed loss of weapon if you hold a bomb until it explodes. Fixed weapon drop code when slamming the controller thru a collider at high speed. Fixed weapon drop code when moving controller thru a collider hilt first. No more janky weapon glitches. Added new tall walls to placeable… | — | |
| Game update | Release Notes Changed floor height calibration to require both triggers to be pulled. Added new easy level 1 boss. Fixed crash when run ends and player has familiars. Fixed double respawn bugs. Clear player when loading first level, so if you blow yourself up with a bomb in the title room it won't matter. Clear rechargeable, consumable, and trinket slots on respawn. Give weapon full ammo based on current amm… | — | |
| Game update | Release Notes Linked all doors to normal rooms, so there should be much less getting lost and much easier to find hidden rooms with bombs. Fixed dead enemy heights Increased jar and barrel pickup drop rate Added more random pickups to level 1 rooms Removed zombie fatty from level 1 room Added auto-versioning to game builds & analytics | — | |
| Game update | Release Notes Lowered level 1 boss health another 40% Made level 1 rooms even easier. Fixed "No Game Exit" bug Removed invisible weapon blocking from above blocks. It was weird and not intuitive. Weapons now start with a full clip of energy for their special attacks. Fixed crash in touch damage code. Fixed crash in damage red blink code. | — | |
| Game update | Release Notes Lowered Level 1 boss health by about 40% Tripled room reward drop rates Nerfed several of the more difficult level 1 room designs Several fixes to Dīs Pater, Chthonic of Riches boss Change boss damage sounds Lock the weapon room entrance door so that TribalInsticts doesn't miss the door to the next level Switched recommended floor height to "Stomach" Added Trello board to be shown when game exi… | — | |
| Community | Launch Trailer Released! | — | |
| Community | New Legend of Luca Screenshots! | — | |
| Community | In a Legend of Luca, demon catches you! | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.